There's a lot you need to learn. I'll just a few bits until I get home, then I can expand a bit:
Aggro - short for Aggravation, and slang for "Threat". Basically, the more damage you deal, or if you're a healer, the more damage you heal, the more threat you generate and the more likely the enemy is going to target you. Tanks typically want to hold aggro to allow the squishier classes a better chance to survive; DPS and Healers want to avoid it like hell.
Since you're a hunter, once you've acquired a pet, you'll want to determine which of you will be holding Aggro. Some pets are better DPS', others are better Tanks.
Cooldown - Almost every ability in the game has one of these. It essentially prevents you from spamming said ability constantly. When an ability is in cooldown, you can't use it (DUH!). Most have a short cooldown, usually a second to five seconds, though some can have cooldowns of an hour or more.
Mats - Short for Materials. You'll probably see this term in Trade or General chat. It generally means you have something for a profession. (below)
"Greens", "Blues", "Purples", "Greys" - As you've no doubt noticed, every time you pick something up in wow, the name is typically a certain color. The color is essentially the overall quality of the item. The higher the quality, generally speaking, the better the item, though the level of the item is important too. The scale goes like so:
Grey - Typically the WORST items. With armor and weapons, unless you've got NOTHING in that armor/weapon slot, sell them or throw them. If it's not equippable, wave your cursor over it and you should see a value, and pitch it if it's not worth trekking back to town to sell it. Typically speaking, once you're about level 10, ignore anything that isn't worth double digits; after 15, start ignoring anything that isn't at least close to a silver in value; 30, ignore anything that isn't at least 25 silver; at 40, ignore anything that isn't half a gold; at 50; pitch anything isn't worth at least a gold.
White - If it's white, it's worth something. Even if the monetary value isn't high, it's likely usuable for a profession or a quest. Look it up on WoWhead or Thottbot if you aren't sure if you want to hold onto it.
Green - Greens have special abilities that will boost certain things, though not always things that are useful for your class. When you start seeing Green items, you'll start seeing things like "Bind on Equip" and "Bind on Pickup", and "Soulbound". Soulbound means that unless you throw it, disenchant it or sell it to an NPC merchant, it's stuck with you. Bind on Pickup will usually warn you that it will become Soulbound if you pick it up. Bind on Equip means that, so long as you don't put it on your character, you can put it up for Auction, which is where most players can make serious money (
though a word of warning: you need to put a monetary deposit on the item if you put it up for auction, and you won't get it back if the item doesn't sell. Whether or not it sells, you should check the mailbox for messages from the auction house, where you can either get the item back if it didn't sell or you can collect your earnings if it did sell). Greens will sometimes come in sets, which give further boosts if you're wearing all of the pieces of the set, though getting all of them is typically a pain.
Blues - Blues are rares. If you've got a Blue, you've got something GREAT. Again, they're class-specific, so if you're in a party and you can't use it, ask around. If no one wants it, pick it up and sell it. Blues and Purples are more likely to have Bind on Pickup, but not always.
Purples - More rare than Blues and usually a great deal better. You'll almost never see these outside of an instance or a raid.
Tank - The meat shield. Their job is hold the enemy's attention. Dealing damage isn't as important for a tank, but surviving is. A tank is typically deemed a failure if the healers draw aggro. If you're in a party, the tanks are typically going to be the one with best armor and highest health; or the one with the highest level.
DPS - short for Damage Per Second. This is what mages, warlocks, and hunters are typically referred to. Your job is whittle away the enemy's health and, if the tank fails in their job, keep the attention off the healers, who'll be ressurecting the tank's stupid ass. Most, if not all, of the classes can DPS.
Healer - Priests, Druids, Shamans and Paladins can take this role. Their job is to keep the rest of the group, but most importantly the Tank, healed.
PVP - Player versus Player. If you're playing on a "Normal" Server, you can be flagged for PVP for about 5 minutes if you attack players outside of a duel or if you attack certain enemies. You can also be flagged if you heal or aid someone who's flagged for PVP. If you're marked PVP, be prepared for the possibility of a high level player running by and ganking you. Once the PVP marker runs out, players can no longer target you unless you're in a specific area or you trigger another PVP marker.
Instance - A special dungeon that you can either enter alone or with a party. You can usually learn where instances are and what their general level is via
WoWHead or
Thottbot. Don't worry if another group is near an instance, even if it's people from the opposite side (
i.e. Alliance if you're Horde, or Horde if you're Alliance).... unless you're on a PVP server, then prepare for someone to attempt to gank you, even if you're much higher level.
Instances typically have very good gear, but most will have gear for certain types of classes, such as Cloth (
which is for Mages, Warlocks and Priests), Leather (
Rogues, Druids and Shamans), or Mail/Plate (
Warriors, Paladins, Death Knights and high-level Shamans)
Spawn/Respawn - Enemies, minerals, items, just about everything that you can buy, grab or use can and usually will respawn within a certain amount of time. In instances, the time can vary greatly, as the larger instance
"Gank"/"Ganked"/"Raped" - Killed easily, usually by a high-level enemy or a rogue of the opposite side. Elites and rare spawns can occassionally gank an entire party if they spawn.
"Spec"/"Respec" - Once you reach level 10, a new icon will appear and you can start putting points into Talents. Talents all help you, but they're divided into three "trees", which allow you to determine what your character is best at. As a Hunter, there's Marksman (
best if you like to sic your pet on the enemy), Beast Master (
improves your pets abilities greatly) or Survival (
best if you're going to tank with your pet DPSing.)
DOTs/HOTs - Damage Over Time/Heal Over Time.
DOTs are what Hunters and Warlocks do best. These will constantly sap away an enemy's health over a set period of time (usually less than a minute), even if they try to flee, though you can reapply them to reset the timer. I like to refer to DOTs as "A Personal 'Fuck You' To Cowards". :evil: Warlocks, Priests, Hunters and Druids have a lot of these. Paladins and Rogues have some abilities which can do this as well.
HOTs are what Healers can do. They're similar to a DOT in that they heal over time. Druids and Priests have these, though almost all of the healing spells that a Druid has are HOTs, whereas Priests, Shamans and Paladins all have spells that simply heal in one big go.
You can pick up two primary Professions, as well as all Secondary Professions and I strongly suggest you get all secondary professions available.
Secondary Skills:
First Aid - Allows you to make bandages. Bandages provided HOTs, but have a cooldown as well. Best of all, Bandages can be used on allies as well. As you create bandages, you will be able to make better types of bandages which heal more. The only drawback is that you shouldn't use this too much if you're following Tailoring (
which you should only do if you're a cloth-using class, like Priest, Warlock or Mage), since both use the same materials.
Fishing - The most boring, but fundamentally the most useful for anyone who solos or has a pet that eats fish. You can earn a lot of quick cash early on with this innocuous skill, though you can't fish everywhere automatically. Most areas have a "level" that you can fish at, though I'm uncertain if they changed that since Burning Crusade. ;;^_^;;
Cooking - The creation of food and perhaps the BEST secondary skill, since the food you make can give you the Well Fed buff, which boosts your strength and stamina for a short while. Fishing is a huge help in getting materials for this profession.
Primary Skills:
Tailoring - A talent for taking various types of cloth and making them into wearable items. Best if paired with Enchanting, since it can create enchantable items as well as Greens/Blues, which can be disenchanted for enchanting materials or further boosted with enchantments.
Enchanting - Offers you the ability to toss permanent boosts on various types of equipment. The limitations can really suck though. Best if paired with Tailoring.
Skinning - allows you to skin various beastial enemies for leather or hide for Leatherworking. If you take Leatherworking and you don't take Skinning, you are a moron. Skinning also provides some materials for Tailoring or Jewelcrafting, but not much.
Leatherworking - Very useful for leather-wearing classes like Hunters, since you can usually make armor that's good for your level or even stuff you can't wear until you level up.
Mining - Useful if you decide you're going to go into Jewelcrafting or Blacksmithing. Creates Ore and Stones, both of which are useful.
Jewelcrafting - Make various items which can benefit you or friends. you get most of your materials from mining or Alchemy.
Blacksmithing - Allows you to make mail/plate armor as well as various weapons. Best if paired with mining.
Alchemy - Create various potions.
Herbalism - Needed to gather herbs for Alchemy or Inscription.
Inscription - I know nothing about it. ;;^_^;;
A suggestion: If you don't want to do Leatherworking/Skinning or you want to make a lot of money with the Auction House, I'd suggest picking two gathering skills, like Herbalism, Mining, and Skinning.